Change log

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Change log

Postby Ryan Clark » Wed Mar 20, 2013 9:36 pm

In this thread I will post my development change log. This should give you detailed window into what we are implementing on a day to day basis. Here are a few older logs, to start things off:

07MAR2013
- Added dragons
- Fixed monkey bounce bug
- Improved movement obviousness: Enemies now "bump" the direction they were intending to move when they fail

10MAR2013
- Changed the way the levels are generated so that they're constrained by an indestructible outer wall
- Made torches let you see some radius "into" the walls

11MAR2013
- Continued to work on the way levels are generated, including the generation of "hidden" rooms

12MAR2013
- Fixed tricky audio issue on older OSX machines

13MAR2013
- Some optimizations to reduce stutter
- Made it so that level creation (hopefully) can't hang by running the whole thing over again if needed
- Changed the way weapons work to support ranged weapons
- Made it so that you can't attack THROUGH obstructions
- Added bow and repeating crossbow weapons, with reload delay and clip size for crossbow

14MAR2013
- Added whips and made it so that some weapon hit squares can ignore obstructions, if needed
- Fixed bug with Wraiths attacking while invisible and getting hit while invisible
- Fixed problems with corridors cutting each other off and wide corridors ending up with doors that only opened with a single tile gap behind them
- Fixed problem with exit stairs spawning right next to a room entrance
- Fixed bug where you'd sometimes immediately be trapdoored when getting to a new level
- Improved system for putting contents into secret rooms
- Added invisible chests that become visible when you stand next to them
- Fixed a bug with mimics and changed the way they work. Also got rid of the unfair red ones.

15MAR2013
- Added trapchests
- Damage now occurs in half hearts
- Added padding to digits image to fix rendering issue
- Added dirt tiles and made stone tiles not breakable with default shovel
- Added golden shovel item

17MAR2013
- Fixed problem where enemies, chests, traps, etc, could be placed on top of other things when rooms were 100% full of stuff during level creation
- Added locked chests and stores, with keys
- Fixed bug with dragons breaking walls even when not close to the player

20MAR2013
- Made trap chests show their tell from further away
- Fixed bug where player was digging rather than attacking when an attack was available
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Ryan Clark
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Re: Change log

Postby Ryan Clark » Thu Mar 21, 2013 9:48 pm

21MAR2013
- Nearly completed the initial tutorial
- Tested the new zombie and wisp animations in game
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Ryan Clark
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Re: Change log

Postby Ryan Clark » Fri Mar 22, 2013 4:30 pm

22MAR2013
- Tested 4 frame zombie animation
- Added joypad support
- Fixed various small bugs
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Ryan Clark
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Posts: 2917
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Re: Change log

Postby Ryan Clark » Thu Apr 04, 2013 9:21 pm

I've caught up now, after the GDC, and am coding again!

04APR2013
- Working on converting the game from 16x16 tiles to 24x24. Scaling the old 16x16 tiles up to 24x24 until we replace them.
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Ryan Clark
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Posts: 2917
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Re: Change log

Postby Ryan Clark » Fri Apr 05, 2013 4:39 pm

05APR2013
- Bug fixes
- Working on a mode that will allow Ted to test player and enemy graphics more easily
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Ryan Clark
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Posts: 2917
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Re: Change log

Postby Ryan Clark » Tue Apr 09, 2013 7:33 am

08APR2013
- Added new tile graphics
- Added new weapon graphics
- Game is now fully 24x24
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Ryan Clark
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Posts: 2917
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Re: Change log

Postby Ryan Clark » Tue Apr 09, 2013 8:56 pm

09APR2013
- Added more new weapon graphics
- Added debug hotkey mode to make adding new graphics and testing features easier
- Started work on adding resources the player can mine/dig from the walls
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Ryan Clark
Founder, Brace Yourself Games
 
Posts: 2917
Joined: Wed Mar 20, 2013 8:13 pm
Location: Vancouver, Canada

Re: Change log

Postby Ryan Clark » Wed Apr 10, 2013 8:57 pm

10APR2013
- Created lobby where player starts the game and respawns
- When an item is dropped, made it not appear until player leaves that tile
- Fixed a few bugs in the debug hotkey mode
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Ryan Clark
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Posts: 2917
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Re: Change log

Postby Ryan Clark » Thu Apr 11, 2013 8:49 pm

11APR2013
- Implemented new bats, slimes, and armor
- Began work on new NPCs and the metagame that will take place in the lobby
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Ryan Clark
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Re: Change log

Postby Ryan Clark » Fri Apr 12, 2013 9:52 pm

12APR2013
- Added new bat animation
- Removed the hardcoded hacks in the animation system that were letting the 4 frame zombie animation work, previously. Now it can render any number of animation frames, with blinks on any frames, and have it sync to the beat
- Created 24x24 placeholder art for chests, locked chests, keys, trapchests, shovels, torches, doors, locked doors, and coins
- More work on the metagame
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Ryan Clark
Founder, Brace Yourself Games
 
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